Now I've had a chance to play most of it. This is a very cool little hold. The two kinds of fireballs show definite puzzle potential in blocking other monsters and triggering orbs. It would be nice to see more puzzles with these monsters.
3S - I was confused by this simple room, simply because manipulating the fireball had nothing to do with killing the wraithwing.
4S - Worked well. Very clear what to do here.
4S1E - Good practice with manipulation and timing to get everything to fall into place at the end.
3S1E - Got this one by trial and error.
5S1E - Quick and fun. Any particular reason why I get a mimic and not a decoy to block with?
5S2E - A very nice display of the architect's skill with timing.
5S1W - This one made me sit down and count squares. It worked! A nice illustration of the fireball's ability to block monster movement.
6S - Has some problems. The force arrows at (26,9) and (26,10) prevent my exit after I've solved the room. Also, in its current configuration, the fireball is unnecessary. I can kill all the monsters with Beethro's sword.
I haven't solved either of the secret rooms yet.
For 6S1E, I'm having problems getting the fireballs to block the necessary squares on turn 0 of the spawn cycle. I can get them there on any odd turn, but not an even turn.
I just haven't spent much time on 4S2E, and currently have no clue what to do.